Level Design Summit: Knocking on Death’s Door

In this talk Guerrilla Principal Quest Designer Blake Rebouche goes in-depth explaining the creation and iteration process of the new Horizon Forbidden West quest "Death's Door." Providing examples detailing the change in the level design during each stage of development, Blake demonstrates how "Death's Door" grew as an extension of what made the underground bunker levels of Horizon Zero Dawn so engaging into a platform for showcasing Forbidden West's new gameplay mechanics.

Takeaway

In this talk attendees will learn about the entire life cycle of the Horizon Forbidden West main quest "Death's Door" including level design from paper design through to playtesting iteration. This quest features many unique gameplay areas including machine harvesting, indoor traversal, new puzzle types, a unique boss encounter, and a swim "escape."


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